#version 330 core
layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 BrightColor;

struct Material {
    sampler2D diffuse;
};

in vec2 TexCoords;

uniform Material material;

uniform float alphaValue;
uniform float rValue;

void main()
{
    vec4 texColor = texture(material.diffuse, TexCoords);
    
    if(texColor.a < 0.1)
        discard;
    else
    {
        texColor.a = alphaValue;
        // Fire
        // texColor.rgb = texColor.rgb * vec3(0.9059, rValue, 0.0275);
        // Game
        texColor.rgb = texColor.rgb * vec3(0.9333, 0.5255, 0.9333);
    }
    FragColor = texColor;
    BrightColor = FragColor;
}